Latest Comments by UltraAltesBrot
Wolfire Games filed a lawsuit against Valve over abuse of their market position
30 Apr 2021 at 12:50 pm UTC Likes: 14
30 Apr 2021 at 12:50 pm UTC Likes: 14
Since my comment is rather long, I've put it in a spoiler. Thank you if you read it, just had to get it off my chest somewhere, lol.
Spoiler, click me
As if a mere adjustment of the cut would fix anything. That's far too short-sighted and simplifies the real issue.
Customers/backlog
I'm not a dev, so of course I can only speak from the perspective of a customer. And as a customer I don't have infinite resources: My money and even more as I get older my time is limited. When I reflect on my purchasing behavior and my Steam library itself I notice: I buy way fewer games that I did year ago. Why? Limited time, as mentioned before. That limited time I want to invest in the games that interest me the most (right now) and games I see myself complete - be it a short, sophisticated game with fresh gameplay or a longer game with long-time motivations (collectibles, dense story, ...). Furthermore, I amounted a huge backlog of games that are cool but didn't get to play or finish yet.
Market saturation
What I want to say is that my library is oversaturated. Others already mentioned here in the comments: The market is oversaturated, too. Hundreds of games come out every day and not only do they have to compete with current or future games, but also loads of older (indie)games (e.g. why play a new probably average indie metroidvania when I haven't even touched masterpieces like Hollow Knight, Dead Cells, Shovel Knight or Celeste?). Of course people pay attention to Steam reviews a lot and will probably refrain from buying a game that might not be rated positive enough in their opinion.
Customer expectations
Also, customer interest is way different than years ago: Many players expect "games as a service", multiplayer/coop games and most importantly communication (even more with early access games). You can't throw your game at the store and expect the algorithm to sell it for you. Building a community and communicating with users through blog posts isn't only important on release, but before and after it. Maybe your average-looking farming sim or mediocre JRPG is just that: Not good enough. And even if it's great you have to convince people of it being great not only when they play it, but before: Sell your game. Marketing, communication, build your community.
Why I and probably many others use Steam
Even though Steam has many half-assed features (broadcasts, new chat, 32-bit client without ipv6 support, ...) it's still considered the status quo. Why? Because there is nothing better around especially on Linux:
Epic: Nothing aside from freebies or exclusives keeps customers there, because there is nothing else. Also, no Linux support
GOG: On the rise (see recently released article), but still no Linux support.
Steam: Sales, returns, community, excellent Linux support with Proton which is absolutely insane if you look just 5 years back in time, ...
Don't get me wrong. As soon as there is a really superior platform on the market or Steam turns anti-customer, people will switch and vote with their wallets. See the paid mods drama they started or that the Steam cut already gets adjusted if you reach a certain threshold sales (which is still out of the league for indie games, though).
Conclusion
What's the solution then? I don' know! I'm not getting paid to come up with one.
Is Steams cut too high? Probably, depending of how much devs use Steam features in their games. As a minimum they'll give you an audience that you have to make use of, host your game, do the billing and a lot of community features from a forum over game server network capacity to inventories with paid skins and stuff. Maybe let devs choose what they need and adjust the cut based on that.
Should the price parity be dropped? Depends. If a dev decides to release on a storefront with fewer features that can offer to sell their game cheaper due to lower running costs or whatever, that should be possible. But what would happen in the long term? I think games value and prices would drop even more, which first seems good but quality would severely suffer long-term. E.g. key stores are there yet and Steam sees nothing of the money gained there, even though they cover all hosting costs and stuff.
All in all I believe Valve is still a giant money-sink that could innovate way more. Since they are privately-owned, nobody knows how much money they really own or where it goes. Imo they haven't abused their market power that much. If other big companies like EA or Activision would be in charge, we'd be screwed. But for the time being, competition hasn't managed to catch up despite Valve's/Steam's flaws and due to the complexity of the market.
Customers/backlog
I'm not a dev, so of course I can only speak from the perspective of a customer. And as a customer I don't have infinite resources: My money and even more as I get older my time is limited. When I reflect on my purchasing behavior and my Steam library itself I notice: I buy way fewer games that I did year ago. Why? Limited time, as mentioned before. That limited time I want to invest in the games that interest me the most (right now) and games I see myself complete - be it a short, sophisticated game with fresh gameplay or a longer game with long-time motivations (collectibles, dense story, ...). Furthermore, I amounted a huge backlog of games that are cool but didn't get to play or finish yet.
Market saturation
What I want to say is that my library is oversaturated. Others already mentioned here in the comments: The market is oversaturated, too. Hundreds of games come out every day and not only do they have to compete with current or future games, but also loads of older (indie)games (e.g. why play a new probably average indie metroidvania when I haven't even touched masterpieces like Hollow Knight, Dead Cells, Shovel Knight or Celeste?). Of course people pay attention to Steam reviews a lot and will probably refrain from buying a game that might not be rated positive enough in their opinion.
Customer expectations
Also, customer interest is way different than years ago: Many players expect "games as a service", multiplayer/coop games and most importantly communication (even more with early access games). You can't throw your game at the store and expect the algorithm to sell it for you. Building a community and communicating with users through blog posts isn't only important on release, but before and after it. Maybe your average-looking farming sim or mediocre JRPG is just that: Not good enough. And even if it's great you have to convince people of it being great not only when they play it, but before: Sell your game. Marketing, communication, build your community.
Why I and probably many others use Steam
Even though Steam has many half-assed features (broadcasts, new chat, 32-bit client without ipv6 support, ...) it's still considered the status quo. Why? Because there is nothing better around especially on Linux:
Epic: Nothing aside from freebies or exclusives keeps customers there, because there is nothing else. Also, no Linux support
GOG: On the rise (see recently released article), but still no Linux support.
Steam: Sales, returns, community, excellent Linux support with Proton which is absolutely insane if you look just 5 years back in time, ...
Don't get me wrong. As soon as there is a really superior platform on the market or Steam turns anti-customer, people will switch and vote with their wallets. See the paid mods drama they started or that the Steam cut already gets adjusted if you reach a certain threshold sales (which is still out of the league for indie games, though).
Conclusion
What's the solution then? I don' know! I'm not getting paid to come up with one.
Is Steams cut too high? Probably, depending of how much devs use Steam features in their games. As a minimum they'll give you an audience that you have to make use of, host your game, do the billing and a lot of community features from a forum over game server network capacity to inventories with paid skins and stuff. Maybe let devs choose what they need and adjust the cut based on that.
Should the price parity be dropped? Depends. If a dev decides to release on a storefront with fewer features that can offer to sell their game cheaper due to lower running costs or whatever, that should be possible. But what would happen in the long term? I think games value and prices would drop even more, which first seems good but quality would severely suffer long-term. E.g. key stores are there yet and Steam sees nothing of the money gained there, even though they cover all hosting costs and stuff.
All in all I believe Valve is still a giant money-sink that could innovate way more. Since they are privately-owned, nobody knows how much money they really own or where it goes. Imo they haven't abused their market power that much. If other big companies like EA or Activision would be in charge, we'd be screwed. But for the time being, competition hasn't managed to catch up despite Valve's/Steam's flaws and due to the complexity of the market.
Metro Exodus arrives for Linux on April 14
25 Mar 2021 at 2:59 pm UTC
25 Mar 2021 at 2:59 pm UTC
I love how they casually confirm ray tracing support in a reply on Twitter as if it was just a matter of course.
Challenging sci-fi action RPG Hellpoint is now available
30 Jul 2020 at 8:22 pm UTC Likes: 1
30 Jul 2020 at 8:22 pm UTC Likes: 1
Pre-release gameplay videos looked kind of boring, to be honest. All enemies were basically one-hit kills: No combo geographies you could pull off like in Shadows of Mordor or the Batman games - just button-mashing.
We're giving away two copies of 3dSen PC
25 Jun 2020 at 4:39 pm UTC
25 Jun 2020 at 4:39 pm UTC
Would love a copy. Good luck everyone!
Realistic gun simulation FPS 'Receiver 2' announced from Wolfire Games
15 Dec 2019 at 12:11 pm UTC
15 Dec 2019 at 12:11 pm UTC
Quoting: OrkultusI wonder if VR support will happen?According to the store page on Steam:
Does Receiver 2 have online multiplayer or VR support?Maybe they'll change their mind, though.
No, Receiver 2 is designed to be a single-player experience played on a monitor with a mouse and keyboard.
Remember the SMACH Z handheld? It's apparently going to be at E3 this year
4 Jun 2019 at 7:32 pm UTC Likes: 1
4 Jun 2019 at 7:32 pm UTC Likes: 1
It's a little bit late to the party. Times are tough with Steam Link Anywhere around. Why purchase an expensive new device when you already have a smartphone or tablet?
The Swords of Ditto is a much better and more interesting game with Mormo's Curse
15 May 2019 at 7:56 pm UTC
15 May 2019 at 7:56 pm UTC
Doesn't work for me either. Starts up, but hangs on the intro screen and sometimes when it gets into the main menu it hangs when I click on anything.
BATTLETECH is going to the city with the Urban Warfare expansion due in June
23 Apr 2019 at 8:14 pm UTC Likes: 1
23 Apr 2019 at 8:14 pm UTC Likes: 1
Quoting: da_habakukare the loading times fixed? i tried it on a free weekend and loading times between missions were horrible on a modest xeon. no other game was loading so slow.Same, even with the game being on an SSD and stuff. Made me not get the game.
Looks like Easy Anti-Cheat strikes again with Steam Play, Paladins is no longer playable on Linux
9 Feb 2019 at 2:22 pm UTC Likes: 3
Many players even demand BattlEye, EAC, PunkBuster or whatever, because they think it's more efficient. For example the Counter-Strike pro players community ESEA has their own seemingly rather invasive anti-cheat solution [External Link] to combat cheaters.
9 Feb 2019 at 2:22 pm UTC Likes: 3
Quoting: KristianDoesn't Valve already have their own anticheat solution, VAC?Yes, but not all devs decide to use it: Using it binds your product to Steam and sometimes the principles of VAC (delayed bans to catch as many cheaters as possible at once, ..) don't suffice the devs/publishers goals of fighting cheaters.
Many players even demand BattlEye, EAC, PunkBuster or whatever, because they think it's more efficient. For example the Counter-Strike pro players community ESEA has their own seemingly rather invasive anti-cheat solution [External Link] to combat cheaters.
First-person base-building survival game 'Volcanoids' is making great progress on a Linux version
8 Jan 2019 at 2:58 pm UTC
8 Jan 2019 at 2:58 pm UTC
Quoting: x_wingIf that's the case, Steam's shader cache management could be helping too, couldn't it?Quoting: silmethThey could, if I understand it correctly, hypothetically use the ARB_gl_spirv OpenGL extension when the driver supports it, to provide pre-compiled shaders for OpenGL renderer. That would speed up loading for users with newer drivers, while those without this extension (older GPUs and driver versions) would stay on compiling GLSL shaders during loading.Not a GL savvy but, wouldn't also help the local shaders cache? I mean, it builds once but use many, so this slow loading times may only happen on the first run (like in other games).
- The "video game preservation service" Myrient is shutting down in March
- California law to require operating systems to check your age
- The OrangePi Neo gaming handheld with Manjaro Linux is now "on ice" due to component prices
- Heroic Games Launcher v2.20.1 brings more essential bug fixes
- Running With Scissors announced horror first person shooter Flesh & Wire
- > See more over 30 days here
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